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Author Topic: Specialty Priest as a Prestige Class  (Read 1961 times)
Rena
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« on: March 21, 2007, 08:52:36 PM »

I've taken the example from The Gods for 3E. Work thread and discussion, and polished it up a little. The only thing I tweaked was adding a Feat under Requirements.

Also, I saved the table in .psd as well, so it can be reused and adapted for the other Specialty Priests. If this gets a thumbs up I'll move on to the rest.

My thoughts: simple is better. I just want to help create something that players can use in a 3.5e setting that stays true to the heart of Thardferr. I would also like for us to consider switching the required level from 5 to 3 in order to take the prestige class, as an incentive for players; the Specialty Priests are unique to Thardferr after all.

Quote

TRICKSTER

The trickster is the chosen disiple of Elanar, the goddess of chance. This priest epitomizes the spirit of the goddess herself. The trickster is dedicated to the worthiness of adding chance through mischief to the world. In order to open the minds of others to possibility, these fortunate and gifted priests wander Kyranath seeking to show others the opportunities that are everywhere to be taken. The Tricksters serve by spreading random chance and good or bad fortune for as many others as they can. It is their duty to Elanar to take up each new coarse that is laid before them and do their best to get others to go along and find their own fate along the way.

Requirements

Race: Any
Feats: Persuasive
Skills: Religion 8 ranks, Bluff 4 ranks
Special: Must worship Elanar
Spellcasting: Ability to cast 3rd level divine spells

Class Skills Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are features of the trickster prestige class.

Weapon and Armor Proficiency: Tricksters gain no proficiency in any weapon or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

Spellscasting: A trickster continues learning divine spells. Thus, when a new trickster level is gained, the character gains new spells per day as if she had also gained a level in the divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controling or rebuking undead and so on). This essentially means that she adds the level of trickster to the level of some other divine spellcasting class the character has, then determines spells per day and caster level accordingly. For example, if Shishmale, an 8th level cleric of Elanar, gains a level in Trickster, she gains new spells as if she had risen to 9th level in cleric, but uses the other Trickster aspects of level progression such as attack bonus and save bonus. If a character had more than one divine spellcasting class before becoming a Trickster, she must decide which class she adds each level of Trickster for puposes of determining spells per day when she adds the new level. Once chosen this cannot change.

Hand of Chance: A trickster can alter ANY die roll up or down by one point or alter any percentage chance up or down by 5%. This extends to any rolls dealing with circumstances in his presence as well, be it in combat, a save, skill check, spell failure by himself or others. In this sense, a critical fumble can just become a missed attack, a critical attack can just become a hit, a failed save can be made, a surprise roll can be modified, etc... For each four levels of the trickster, they may either the use the above once per day or they can increased the amount the number can be changed by one. Thus at 7th-level, a roll can be changed by up to 2 or 10% once per day or by 1 or 5% twice per day.

Luck: Whenever a completely random roll, not associated with any specific character's actions or skills, made by the DM and typically unknown by the players will influence what happens to the Trickster, the roll is modified by one in favor of the Trickster for each 3 levels of experience.




The Gods and Domains based on Yehoshua's List of Domains and Gods:

God - # - Domains
  • Aerie - 2 - Air, Travel
  • Ajoetis - 2 - Chaos, Evil
  • Anthor - 3 - Good, Law, War
  • Aqualie - 2 - Healing, Water
  • Aranthis - 3 - Luck, Magic, Trickery
  • Ballog - 4 - Chaos, Death, Destruction, Evil
  • Celenia - 3 - Good, Healing, Protection
  • Corathal - 3 - Animal, Destruction, Plant
  • Diadria - 3 - Death, Evil, Magic
  • Elanar - 3 - Chaos, Luck, Trickery
  • Fyrre - 3 - Chaos, Destruction, Fire
  • Garalax - 3 - Destruction, Evil, Knowledge
  • Hesneen - 2 - Good, Strength
  • Jandor - 2 - Destruction, Evil
  • Kaldinsky - 3 - Knowledge, Magic, Protection
  • Kreaon - 4 - Good, Law, Protection, Sun
  • Loralis - 3 - Chaos, Knowledge, Trickery
  • Mahacto - 3 - Law, Strength, Sun
  • Maldread - 2 - Evil, Trickery
  • Ostran - 4 - Animal, Knowledge, Plant, Travel
  • Praxin - 2 - Animal, Chaos
  • Sembral - 3 - Destruction, Strength, War
  • Syth - 3 - Destruction, Law, Magic
  • Telk - 2 - Knowledge, Luck
  • Terrarie - 3 - Earth, Law, Protection
  • Thr - 2 - Good, Protection
  • Tyre - 3 - Animal, Healing, Plant
Quote from: "yehoshua"

Domain - # - Gods
  • AIR DOMAIN - 1 -   Aerie
  • ANIMAL DOMAIN - 4 - Ostran, Tyre, Corathal, Praxin
  • CHAOS DOMAIN - 6 - Ballog, Elanar, Fyrre, Loralis, Ajoetis, Praxin
  • DEATH DOMAIN - 2 - Ballog, Diadria
  • DESTRUCTION DOMAIN - 7 - Ballog, Sembral, Syth, Corathal, Fyrre, Garalax, Jandor
  • EARTH DOMAIN - 1 - Terrarie
  • EVIL DOMAIN - 6 - Ballog, Diadria, Garalax, Ajoetis, Jandor, Maldread
  • FIRE DOMAIN - 1 - Fyrre
  • GOOD DOMAIN - 5 - Kreaon, Anthor, Celenia, Hesneen, Thr
  • HEALING DOMAIN - 3 - Tyre, Celenia, Aqualie
  • KNOWLEDGE DOMAIN - 5 - Ostran, Garalax, Kaldinsky, Loralis, Telk
  • LAW DOMAIN - 5 - Kreaon, Syth, Terrarie, Anthor, Mahacto    
  • LUCK DOMAIN - 3 - Aranthis, Elanar, Telk
  • MAGIC DOMAIN -    4 - Aranthis, Diadria, Syth, Kaldinsky
  • PLANT DOMAIN - 3 - Ostran, Tyre, Corathal
  • PROTECTION DOMAIN - 5 - Kreaon, Terrarie, Celenia, Kaldinsky, Thr
  • STRENGTH DOMAIN - 3 - Sembral, Mahacto, Hesneen
  • SUN DOMAIN - 2 - Kreaon, Mahacto    
  • TRAVEL DOMAIN - 2 - Ostran, Aerie
  • TRICKERY DOMAIN - 4 - Aranthis, Elanar, Loralis, Maldread
  • WAR DOMAIN - 2 - Sembral, Anthor
  • WATER DOMAIN -    1 - Aqualie


Edits:
Removed something redundant...
Fixed the Corathal mistake
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« Reply #1 on: March 22, 2007, 06:52:29 AM »

I think it's fantastic.  With that and all the different domains available...the clerics truly take on a life of their own.

Only one thing for the Prereqs...I would add the Trickery domain...since you get to pick two domains, one of them would have to be Trickery

I mean, they're called a 'Trickster' after all, even though after just reading it, they appear to be more based towards Luck.

Anyway...only than that...this looks great to me.
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« Reply #2 on: March 22, 2007, 09:32:33 AM »

It looks ok.

The Hand of Chance thing needs changed since there is almost ZERO use of percentile rolls in 3.5.  The only one I can think of off-hand is if a wizard, bard, or sorcerer is wearing armor and casting a spell, they have a % chance for the spell to fail.  

The other question that needs to be considered is,  Can any class choose to become a specialty Priest?   Prestige classes in 3.5 are add-ons to the existing class they start in, i.e. a fighter can choose at some time to become a cleric/priest if they meet the prerequisites.
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« Reply #3 on: March 22, 2007, 11:09:28 AM »

If you look up it says they must be able to cast third level divine spells to become a Specialty Priest...

so fighter could, but he would have to be a Fighter/Cleric first...

Then become a Fighter/Cleric/Trickster...of course if I'm reading my book right, the Exp Hit to do that could be steep...I think...I'll reread when I get home.
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« Reply #4 on: March 22, 2007, 11:20:04 AM »

list of domains looks good to me. only thing is Corathal should be Animal Destruction and Plant.

I defer to others on the prestige write up.
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Rena
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« Reply #5 on: March 22, 2007, 04:20:46 PM »

I didn't want to change too much from what they'd come up with, but I'll go back over the Hand of Chance information and see if I can make it a little more 3.5e friendly.

And, with the Prerequisits listed, as Firewielder pointed out, the charcter would need to have acess to level 3 Divine spells. So, baring any Fighter/Cleric combinations it would be Clerics, Druids, Rangers, and Paladins who benefit from taking a SP-Prestigue Class.

Edit: Totally spaced out two of the divine spellcasting classes when I typed that...  :?
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Rena
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« Reply #6 on: April 07, 2007, 03:47:46 AM »

Well, I'm still working on this little project believe it or not.  Tongue

Here's the basic layout I'm working with:
Quote
Specialty Priest

   Description (paragaph or two)
   
Requirements
Race: (...)
Feats: (Suitable to SP w/no prerequisites)
Skills: Religion 6 ranks, (...) (Max (6/3)) ranks
Special: Must a worshiper of (...)
Spellcasting: Ability to cast 2nd level divine spells

Class Skills  Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int) ((Plus whichever skills relate to NWPs listed under SP Class)).

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are features of the Specialty Priest prestige class.

Weapon and Armor Proficiency: A Specialty Priest gains no proficiency with any weapons, armor or shields. ((Adaptable per SP))

Spellscasting: When a new Specialty Priest level is gained, the character gains new spells per day as if he had also gianed a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benifit a character of that class would have gained (improved chance of controlling or rebuking undead , and so on). This essentialy means that the character adds the level of Specialty Priest to the level of whatever divine spellcasting class the character has, then determines spells per day and caster level accordingly.
   If a character had more than one divine spellcasting class before he became a Specialty Priest, he must decide to which class he adds each level of Specialty Priest for the purpose of determining spells per day. Once chosen this cannot be changed.

((List of special abilities and disabilities))

I'm just going through the gods alphabetically, and would love some help with the one to two paragraph descriptions. If anyone has an interest in a specific specialty priest class give me a shout and I'll work it up and post it for inspection.
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Lokar
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« Reply #7 on: April 07, 2007, 08:08:09 PM »

I don't really like the idea of specialty priests as prestige classes, They should be a base class. It takes a bit more work to balance out a base class, but it can be done well enough. Take away domain spells and spontaneous casting of heal(or harm) spells and you have a ton of room to work with. I'll try and do a write up for flame warriors in the next few days when time permits and see what people think.


Edit:Wow typo city
« Last Edit: April 07, 2007, 09:06:10 PM by Lokar » Logged
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« Reply #8 on: April 07, 2007, 08:15:43 PM »

Hrm if someone could put up the link to the gods page that would be awesome, I dont seem to have it bookmarked anymore.
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Rena
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« Reply #9 on: April 07, 2007, 09:02:08 PM »

http://home.att.net/~imkluu/Gods/index.htm
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« Reply #10 on: April 07, 2007, 10:31:14 PM »

So I'm thinking that rewriting the flame warrior for a 3.5 core class almost isn't needed, because looking at it, well it almost looks fine to just move over as is, save a few rewordings of things. It loses domain spells and the ability to turn undead. Then it receives the abilities as wrtien on the gods page and it's probably balanced enough for 3e classes. I changed the wording of  Fire Affinity so that it grants a +1 to the save DC and a +1 to caster level regarding any other effects. (+3 would be far to much) Gave it spontaneous fire casting which puts it more on par with the cleric class.

The class skills are based on the cleric list with a few changes that I thought were more fitting.

So all in all I can hardly take any credit in this because it was pretty much done for me. I think it's fairly balanced, though I could be wrong. I'm going to post it on a house rules forum I visit frequently to see if they see any balance issues.

Flame Warrior:

 When a priest is excepted into Fyrre's holy communion as a Flamewarrior, the last flame that he feels will be the kiss of Fyrre's symbol burned into his skin. This is usually done on the chest over the heart but some temples will do it on the Acolyte's forehead. This represents the old person being consumed and a new person rising from the ashes, changed for the better and the direct purpose of serving Fyrre. From this point on he will no longer be able to be burned by normal flame for as long as he serves Fyrre.
    But the god Fyrre is a fickle god, often changing his mind at a whim. His powers granted to his priests are great, but he does not give them away freely or to those undeserving.  Those studied in the ways of Fyrre know what it takes in his eyes, to be worthy of his boons and take what steps are needed to remain in his good graces.
    After the period of being an Acolyte of the Flame, every Flamewarrior of Fyrre is given a special suit of studded leather armor. This armor has been ritually created, tailored for the wearer, and is meant to be a 'tap' to his surroundings enabling him to gather together Fyrre's essence. The wearer can then utilize the powers granted by Fyrre. Every Acolyte has been taught how to tap upon the powers on their own, without the aid of this ritually benefited armor, however... later in the journey of the Flamewarrior on their path towards the true flame, it is found that the armor will be required in order to fully mature inthe ways of Fyrre. Without the sanctified armor, the Acolyte will find that he can maintain minimal powers of Fyrre (cast up to 2nd-level spells and use up to 2nd-level granted powers) but no more. With the ritual studded leather provided them, they are able to tap into once unknown powers, and utilize it more efficiently, thus enabling them to gain more of Fyrre's strength (now being able to cast up to 4th-level spells and use up to 4th-level granted powers).
    Every Acolyte is versed in the teachings of Fyrre and understands that there will come a time when the channeling armor provided to them will no longer meet their needs in order to receive Fyrre's energies. For this reason they are taught rigorously how to perform the very same rituals that were performed on their provided studded leather Armor.
    After they are on their own, and finding the need to tap into the larger pool of Fyrre's energies, they will discover the need to create a new channeler, a stronger suit of armor. This armor will have to be crafted predominately of metal. The rituals learned as an Acolyte will have to be performed to exacting standards over the time needed to forge the metal armor. The Flamewarrior need not know the actual skill of armorer or later weaponsmithing, etc., to manufacture what is needed; they can enlist the aid of those members of the church within the temple but must be there throughout the process as each piece is shaped and set upon the Flamewarrior as it is forged and cools to fit them perfectly. With great effort it takes on the form desired and serves as a new channel to Fyrre. This armor can be any kind with mostly metal fabrication, (I.E. Splint Mail, Chain Mail, Banded Mail, Half Plate, Full Plate, etc...). At the time of its creation, the armor will embrace the flames which have helped form it, and forever be able to tap into the source at an ability similar to that of its creator (will allow use of current level at time of creation to a maximum of level 7. So if a level 5 Flamewarrior created it, it would allow Flamewarrior abilities and the casting of spells upto and including level 5.)
    The material to create this item is the same needed to create any suit of armor of its kind, however the time to create the armor is reduced by 66%. The acolytes find it easy to work with the flames, and alongside them making the metal much more malleable (through this ritual) than any normal smith could. The armor will be imbued with a toughness, because of the way it was forge, greater than a normal armor of its kind, however this will only affect what would be able to damage it (150% toughness is gained but no bonus to AC). The armor is also perfectly fit to the Flamewarrior and so wears less encumbering and acts as if it were of a weight 66% of normal  for a suit of armor of the same type. If the normal time and cost is used to create the armor as a regular suit would need, then there is the normal chance of a quality suit of armor being created which would grant it a +1 to AC.
    Eventually, the Flamewarrior will find that his armor is once again not tapping into the full potential of Fyrre's power, and at that time he will need to 'reimbue' the essence of Fyrre into his armor. This will take no more material components, however it will take a similar amount of time to perform as the armor is again forged to fit him anew, and making any adjustments and repairs needed. It will also require a special Holy Symbol to perform the ritual, with a material value is no less than 200 gold pieces. (Reimbuing the armor, allows current level of armor + 2 to the  'tapping ability'. So, if the armor is reimbued at level 7, it would then 'work' until level 9.)
    If the Flamewarrior is unable to perform this very powerful ritual, he does have the option of recreating a new set of armor, however he must gather brand new components. It has been rumored that weapons created from old suits of Flamewarrior armor by the Flamewarrior who created it may have special and interesting properties. To do this the Flamewarrior must actually have the skills needed. Any such armor melted down and forged anew into a weapon will gain one of the following, +1 to hit, +1 to damage or +2 to Initiative. Other properties may also occur spontaneously determined by the DM and the favor the Flamewarrior has gained with his god.
    The Fyrrean Shield, is another instrument in which a Flamewarrior may use to channel the powers Fyrre grants him. At any time a Flamewarrior may ritually forge a metal shield (they must have the skills to do this) and so tap into powers that have not been available to them. (The shield adds +1 to the 'tapping' ability of Fyrre's power. So, a level 5 Flamewarrior with a level 5 suit of armor, gains the ability to 'tap' up to level 6 ability). The shield is usually made of bronze but can be of any metal. Such shields are twice as heavy as normal shields of their size. If the Flame warrior is not holding the shield then they do not gain its increase in 'tapping' ability.
    Early on it may be required to do any of these rituals at a Temple. Later,  if they have the skills to work a forge themselves, the Flamewarrior need only to bless a forge with divine power after praying for a week to purify it, before being able to use a 'non sanctified' forge.
    Through these rituals, Fyrre becomes pleased with his elite followers, and the boons granted to them only become greater. However ignorance to his essence and in the ways of the flame can limit just how much power they may ever receive from him. To become truly strong in Fyrre's energies, a Flamewarrior must ever perfect his armor and so become a greater warrior for the flame.

GAME RULES INFORMATION.
Flame Warriors have the following game statistics.

Alignments
Flame Warriors must maintain a chaotic or true neutral alignment or lose all class abilities until their alignment is restored and they atone at a temple dedicated to Fyre.

Races
Any race may be a Flame Warrior

Hit dice: d8

Class Skills:
The flame Warrios class skills (and the key ability for each skill) are
Intimidate(cha) Concentration(con) Craft(int) Knowledge(religion)(int) Profession(int) Spell Craft(int)
[I based this list slightly off the clerics skill list, I took diplomacy and gave them  intimidate and took away Heal but couldn't think of anything to replace it with.]

Skill Points at 1rst level(2+int modifier)x4
Skill points at Each Additional level:2+int modifier

Class Features

Domains
Flame Warriors may chose two domains from among Fire Destruction and Chaos, they gain domain spells as the cleric but do not gain the domain abilities.


Weapon and Armor Proficiency:

Flame Warriors are proficient with all types of armor and all types of shields (except tower shields)
They are also proficient with any weapons that require a forge to create.

Fire Affinity  spells with the fire descriptor cast by the Flamewarrior are cast as if they were one level higher and all save dcs are +1.

Spontaneous casting
Flame Warriors may Spontansously cast spells with the fire descriptor as a cleric can heal (or harm) spells.

Embrace of the Flames At lvl 1 the Flamewarrior receives complete immunity to normal fires and a +1 save to Magical fires. As he gains levels in experience his immunity to natural forms of heat and flame, as well as other forms of damage caused by the burning of matter is increased.
   *  4th level: Immune to smoke and all other forms of airborne contagion caused by fire, and +2 to saves vs magical fire.
    * 7th level: Immunity to burns from heated and molten metal and a +3 save vs magical fire.
    * 10th level: Immunity to lava and superheated steam and other natural plasmas, and a +4 save vs magical fire.
    * 13th level: Immunity to natural burning corrosives and acid, and poisonous byproducts caused by fire or their consumption of matter, and a +5 vs magical fire.

    *   Pyrokinesis - Starting at lvl 1, a Flamewarrior can manipulate his physical surroundings. Touching an item and willing it to happen, the Flamewarrior can raise its temperature. This may be used once per day. Most descriptions of the use of this power will be at the DM's digression but here is somewhat of a guideline.

            Lvl 1: Ignite paper, light candles, small objects etc., instantly
            Lvl 2: Ignite torches, light cloth on fire, heat up soup etc., after 1 round of concentration
            Lvl 3: Light a campfire, thaw frozen food, boil water, etc., after 2 rounds of concentration.
            Lvl 4: Light small logs ablaze, ignite leather or hide after 3 rounds of concentration
            Lvl 5: Light larger fireplace sized logs on fire, heat up and iron pot to cook or boil water or something similar, cook raw meat after 5 rounds of concentration
            Lvl 6: Light an 8 foot - 2x4 on fire, Ignite a quarter staff, heat metal studs in studded leather armor to where they burn the wearer after 8 rounds of concentration.
            Lvl 7: Melt gold ingots, heat chain mail armor to unbearable degree after 10 rounds of concentration.
            Lvl 8: Heat plate mail armor, after 10 rounds of concentration, ignite coal by touch.
            Lvl 9: Melt 2 inch thick Iron bars and manipulate other sturdy forms of metal after 10 rounds of concentration.     As the Flamewarrior becomes higher level, it takes them less time to concentrate to enact a lesser level power. The time needed to concentrate is reduced by one round per three levels above the needed effect. Thus a 5th level Flamewarrior can do the Lvl 2 Pyrokinesis effect instantaneously.
For the sake of me not having to write the table out, Flame Warrios have the same Base attack bonus as clerics as well as saves and spells per day.
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« Reply #11 on: April 08, 2007, 03:01:27 AM »

I'm not changing anything that wasn't already discussed. I'm adapting to suit the 3.5e layout. My proposed change was to adjust the required level from 5th to 3rd in order to take the Specialty Priest Class as a Prestige Class.

Here's my work up for Fyrre's Flamewarrior with my small change:

Quote
Flamewarrior

    When a priest is excepted into Fyrre's holy communion as a Flamewarrior, the last flame that he feels will be the kiss of Fyrre's symbol burned into his skin. This is usually done on the chest over the heart but some temples will do it on the Acolyte's forehead. This represents the old person being consumed and a new person rising from the ashes, changed for the better and the direct purpose of serving Fyrre. From this point on he will no longer be able to be burned by normal flame for as long as he serves Fyrre.
   But the god Fyrre is a fickle god, often changing his mind at a whim. His powers granted to his priests are great, but he does not give them away freely or to those undeserving.  Those studied in the ways of Fyrre know what it takes in his eyes, to be worthy of his boons and take what steps are needed to remain in his good graces.

Requirements
Race: Any
Feats: Persuasive
Skills: Religion 6 ranks, Intimidate 3 ranks
Special: Must a worshiper of Fyrre, and be of either CN or CE alignment
Spellcasting: Ability to cast 2nd level divine spells

Class Skills  Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are features of the Flamewarrior prestige class.

Weapon and Armor Proficiency: A Flamewarrior gains proficiency with any forged weapons and armors with a metalic element.

Spellscasting: When a new Flamewarrior level is gained, the character gains new spells per day as if he had also gianed a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benifit a character of that class would have gained (improved chance of controlling or rebuking undead , and so on). This essentialy means that the character adds the level of Flamewarrior to the level of whatever divine spellcasting class the character has, then determines spells per day and caster level accordingly.
   If a character had more than one divine spellcasting class before he became a Flamewarrior, he must decide to which class he adds each level of Flamewarrior for the purpose of determining spells per day. Once chosen this cannot be changed.

Special: After the period of being an Acolyte of the Flame, every Flamewarrior of Fyrre is given a special suit of studded leather armor. This armor has been ritually created, tailored for the wearer, and is meant to be a 'tap' to his surroundings enabling him to gather together Fyrre's essence. The wearer can then utilize the powers granted by Fyrre. Every Acolyte has been taught how to tap upon the powers on their own, without the aid of this ritually benefited armor, however... later in the journey of the Flamewarrior on their path towards the true flame, it is found that the armor will be required in order to fully mature inthe ways of Fyrre. Without the sanctified armor, the Acolyte will find that he can maintain minimal powers of Fyrre (cast up to 2nd-level spells and use up to 2nd-level granted powers) but no more. With the ritual studded leather provided them, they are able to tap into once unknown powers, and utilize it more efficiently, thus enabling them to gain more of Fyrre's strength (now being able to cast up to 4th-level spells and use up to 4th-level granted powers).
   Every Acolyte is versed in the teachings of Fyrre and understands that there will come a time when the channeling armor provided to them will no longer meet their needs in order to receive Fyrre's energies. For this reason they are taught rigorously how to perform the very same rituals that were performed on their provided studded leather Armor.
   After they are on their own, and finding the need to tap into the larger pool of Fyrre's energies, they will discover the need to create a new channeler, a stronger suit of armor. This armor will have to be crafted predominately of metal. The rituals learned as an Acolyte will have to be performed to exacting standards over the time needed to forge the metal armor. The Flamewarrior need not know the actual skill of armorer or later weaponsmithing, etc., to manufacture what is needed; they can enlist the aid of those members of the church within the temple but must be there throughout the process as each piece is shaped and set upon the Flamewarrior as it is forged and cools to fit them perfectly. With great effort it takes on the form desired and serves as a new channel to Fyrre. This armor can be any kind with mostly metal fabrication, (I.E. Splint Mail, Chain Mail, Banded Mail, Half Plate, Full Plate, etc...). At the time of its creation, the armor will embrace the flames which have helped form it, and forever be able to tap into the source at an ability similar to that of its creator (will allow use of current level at time of creation to a maximum of level 7. So if a level 5 Flamewarrior created it, it would allow Flamewarrior abilities and the casting of spells upto and including level 5.)
   The material to create this item is the same needed to create any suit of armor of its kind, however the time to create the armor is reduced by 66%. The acolytes find it easy to work with the flames, and alongside them making the metal much more malleable (through this ritual) than any normal smith could. The armor will be imbued with a toughness, because of the way it was forge, greater than a normal armor of its kind, however this will only affect what would be able to damage it (150% toughness is gained but no bonus to AC). The armor is also perfectly fit to the Flamewarrior and so wears less encumbering and acts as if it were of a weight 66% of normal  for a suit of armor of the same type. If the normal time and cost is used to create the armor as a regular suit would need, then there is the normal chance of a quality suit of armor being created which would grant it a +1 to AC.
   Eventually, the Flamewarrior will find that his armor is once again not tapping into the full potential of Fyrre's power, and at that time he will need to 'reimbue' the essence of Fyrre into his armor. This will take no more material components, however it will take a similar amount of time to perform as the armor is again forged to fit him anew, and making any adjustments and repairs needed. It will also require a special Holy Symbol to perform the ritual, with a material value is no less than 200 gold pieces. (Reimbuing the armor, allows current level of armor + 2 to the  'tapping ability'. So, if the armor is reimbued at level 7, it would then 'work' until level 9.)
   If the Flamewarrior is unable to perform this very powerful ritual, he does have the option of recreating a new set of armor, however he must gather brand new components. It has been rumored that weapons created from old suits of Flamewarrior armor by the Flamewarrior who created it may have special and interesting properties. To do this the Flamewarrior must actually have the skills needed. Any such armor melted down and forged anew into a weapon will gain one of the following, +1 to hit, +1 to damage or +2 to Initiative. Other properties may also occur spontaneously determined by the DM and the favor the Flamewarrior has gained with his god.
   The Fyrrean Shield, is another instrument in which a Flamewarrior may use to channel the powers Fyrre grants him. At any time a Flamewarrior may ritually forge a metal shield (they must have the skills to do this) and so tap into powers that have not been available to them. (The shield adds +1 to the 'tapping' ability of Fyrre's power. So, a level 5 Flamewarrior with a level 5 suit of armor, gains the ability to 'tap' up to level 6 ability). The shield is usually made of bronze but can be of any metal. Such shields are twice as heavy as normal shields of their size. If the Flame warrior is not holding the shield then they do not gain its increase in 'tapping' ability.
   Early on it may be required to do any of these rituals at a Temple. Later,  if they have the skills to work a forge themselves, the Flamewarrior need only to bless a forge with divine power after praying for a week to purify it, before being able to use a 'non sanctified' forge.
   Through these rituals, Fyrre becomes pleased with his elite followers, and the boons granted to them only become greater. However ignorance to his essence and in the ways of the flame can limit just how much power they may ever receive from him. To become truly strong in Fyrre's energies, a Flamewarrior must ever perfect his armor and so become a greater warrior for the flame.

Fire Affinity: Flame based spells are cast by the Flamewarrior as if they were three levels higher. See Appendix 2.

Embrace of the Flames: At lvl 1 the Flamewarrior receives complete immunity to normal fires and a +1 save to Magical fires. As he gains levels in experience his immunity to natural forms of heat and flame, as well as other forms of damage caused by the burning of matter is increased.
  • 4th level: Immune to smoke and all other forms of airborne contagion caused by fire, and +2 to saves vs magical fire.
  • 7th level: Immunity to burns from heated and molten metal and a +3 save vs magical fire.
  • 10th level: Immunity to lava and superheated steam and other natural plasmas, and a +4 save vs magical fire.
  • 13th level: Immunity to natural burning corrosives and acid, and poisonous byproducts caused by fire or their consumption of matter, and a +5 vs magical fire.

Pyrokinesis: Starting at lvl 1, a Flamewarrior can manipulate his physical surroundings. Touching an item and willing it to happen, the Flamewarrior can raise its temperature. This may be used once per day. Most descriptions of the use of this power will be at the DM's digression but here is somewhat of a guideline.
  • Level 1: Ignite paper, light candles, small objects etc., instantly
  • Level 2: Ignite torches, light cloth on fire, heat up soup etc., after 1 round of concentration
  • Level 3: Light a campfire, thaw frozen food, boil water, etc., after 2 rounds of concentration.
  • Level 4: Light small logs ablaze, ignite leather or hide after 3 rounds of concentration
  • Level 5: Light larger fireplace sized logs on fire, heat up and iron pot to cook or boil water or something similar, cook raw meat after 5 rounds of concentration
  • Level 6: Light an 8 foot - 2x4 on fire, Ignite a quarter staff, heat metal studs in studded leather armor to where they burn the wearer after 8 rounds of concentration.
  • Level 7: Melt gold ingots, heat chain mail armor to unbearable degree after 10 rounds of concentration.
  • Level 8: Heat plate mail armor, after 10 rounds of concentration, ignite coal by touch.
  • Level 9: Melt 2 inch thick Iron bars and manipulate other sturdy forms of metal after 10 rounds of concentration.

   As the Flamewarrior becomes higher level, it takes them less time to concentrate to enact a lesser level power. The time needed to concentrate is reduced by one round per three levels above the needed effect. Thus a 5th level Flamewarrior can do the Lvl 2 Pyrokinesis effect instantaneously.
   If a DM so wishes, a first level Flamewarrior could light a small log on fire if they concentrate for a longer amount of time. Suggested time needed is the concentration time for the effect multiplied by the level difference of effect needed +1. Thus the first level Flamewarrior could ignite the log if concentrating for 15 rounds. [ 3 (the normal time needed to ignite a log at 4th level) x  4 (the level needed) +1, or 3 x 5 = 15 rounds..
   If a DM so wishes, Pyrokinesis may do damage to others so attacked. The range is touch and concentration for at least one round is still needed. Suggestions for the amount of damage is 1 to level of Flamewarrior in damage per round. The number of rounds this can be prolonged is equal to the level of effect used divided by the rounds of concentration needed (minimum of one maximum of 10). Thus a 10th level Flamewarrior could do 1-10 damage once, or they could do 1 damage each round for 10 rounds.
   If a DM so wishes, specific items on a person may be attacked. In order to cause damage to a moving or defended item, a successful attack to touch the target must be made. This is made at a further -4 for called shot. If successful the item is ignited and will burn according to normal rules for such items. This includes possible damage to the wearer or holder of the item. The maximum damage this can cause is determined by the level of the Flamewarrior and 20 minus the saving throw of the item vs. fire, whichever is lower.  So a tenth level Flamewarrior could ignite the robes of a mage. This will cause damage of no greater than 7 points of damage because the save for cloth vs. normal fire is 13. 20-13 is less than the Flamewarrior's level and so 7 is the upper end of damage the robe could burn before it is destroyed.  In general most things ignited will do 1d4 damage per round until they have reached the maximum allowed.. If the fire is put out or the item so ignited is thrown off or destroyed, it no longer does any further damage to anyone holding or wearing it.



The following Appendix may need tweaking as the 2 edtion spell list does not match up with 3.5 edition's clerical spells.

Quote
Appendix 2: Specialty Priest Spell List

Available Domains: Chaos, Destruction, and Fire

0 - Level Cleric Spells
Cure Minor Wounds
Detect Magic
Guidance
Light
Purify Food and Drink
Resistance
Inflict Minor Wounds

1st Level Cleric Spells
Bane
Bless
Cause Fear
Cure Light Wounds
Divine Favor
Endure Elements +
Inflict Light Wounds
Obscuring Mist (Smoke)
Remove Fear
Sanctuary
Shield of Faith

2nd Level Cleric Spells
Aid
Augury
Resist Engery*
Spiritual Weapon
Inflict Moderate Wounds
Shield Other

3rd Level Cleric Spells
Continual Flame
Daylight
Dispel Magic
Flaming Script**
Glyph of Warding
Prayer
Protect from Energy (Fire) +

4th Level Cleric Spells
Dismissal
Divination
Divine Power
Inflict Critical Wounds ( aka Burn) +
Magic Weapon, Greater
Planar Ally, Lesser +
Spell Immunity

5th Level Cleric Spells
Atonement
Commune
Flamestrike +
Inflict Light Wounds, Mass

6th Level Cleric Spells
Banishment
Dispel Magic, Greater
Find the Path
Geas/Quest
Planar Ally +

7th Level Cleric Spells
Destruction
Word of Chaos
Repulsion
Inflict Serious Wounds, Mass

8th Level Cleric Spells
Cloak of Chaos
Firestorm +
Inflict Critical Wounds, Mass
Planar Ally, Greater +

9th Level Cleric Spells
Etheralness
Implosion
Miracle
Storm of Vengence

*As per Fire Domain
+ These spells are cast as if the Flamewarrior were 3 levels higher.
** See spell description below


Flaming Script (Elemental - Fire)
Level: Clr 3
Components: V, S, M
Casting Time: 1 Minute
Range: Touch
Target: One Object
Duration: Special
Saving Throw: None

   The Priest is able to write up to two words per level on any substance that is able to be burned or melted without harming it. The script appears as bright, magical flame of any desired color, able to be seen in any light at the moment a predetermined trigger is set off.
   The priest needs to speak the words to be shown in the language in which they will appear as well as state the color and trigger at the time of casting. The priest does not need to know how to read or write, only speak the words in the proper language at the time of the casting of the spell. The writing will then appear in the language used when triggered. The spell lasts until triggered or dispelled. The message will then remain once triggered for 1 turn / level of the priest at the time it was cast.
   A secondary function is to not set a trigger but have the words permanently burned or engraved into a surface when cast. The words will hereafter appear in the surface without harming it otherwise. One word or simple design can be so engraved per level of the priest. With this application, the duration is permanent. Artistic ability is not needed. The priest describes the symbol or speaks the word and it is produced on the object in the language in which it was spoken as if engraved by a master artisan. If the priest has seen a symbol or design and knows its name, this is all that is needed to be stated in order for the spell to duplicate it.
   The material component is a hot coal, which is taken by hand and used to scribe the words over the object as the priest speaks them.
« Last Edit: April 08, 2007, 03:17:16 AM by Rena » Logged

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« Reply #12 on: April 08, 2007, 11:22:19 AM »

I understand that, I was just throwing out a suggestion. I personally dislike the idea of the specialty priests being prestige classes. Obviously if my opinion is the minority then it matters not. And this isn't to downplay your work ether, it looks great. It's just not how I would prefer things. Perhaps I'm to fond of them being base classes as they were for 2e (though I suppose prestige classes isn't really an option in 2e :-p) So sorry if I was steping on any toes, that was not my intention.
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« Reply #13 on: April 08, 2007, 12:51:51 PM »

honestly, I personally think the specialty priest classes should be used as prestige classes.   As it stands there are going to be some advantages of playing a 2e character over a 3.5 character. For example you could probably take the flame warrior sp class earlier in a 2ed campaign. 

in 3.5 you would first have to be a 3rd level cleric before taking the flame warrior class at 4th level.

4 ranks of religion at first level
1 rank of religion per level to 3rd level (4+1+1) = 6 ranks of religion at 3rd lvl


edit: by all means there are perks to playing a 3.5 character to a 2e character as well, dont think im one sided on the issue by any means. Cheesy
« Last Edit: April 09, 2007, 03:21:22 AM by pollux » Logged
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« Reply #14 on: April 09, 2007, 07:02:44 AM »

In story line it might make a little sense to be a regular priest before a specialty priest anyway.

Perhaps the gods wish for you to prove yourself truly devout before granting you all that they have to offer.  So you're a cleric for a few levels, earning your god/goddesses respect before being blessed with their truly unique gifts...
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